00:04:908 (1,2) - Yea ofc i know it's the general type, but they really need to be special here to make gameplay as really a different sense, this time I don't wanna make too much ordinary. Piano transition exists here so the movement difference is well deserved
00:37:263 (4,5) - I felt the piano sound is lower than usual so i didn't place hdash
01:16:769 (1,2,3,4,5) - generally the objects are following the main instrumental sound not the bass kick
01:37:351 (5,6) - tense is harder in 01:37:700 (1) - compared with current one, so i would like to emphasize with its key input movement
02:51:827 (2) - It's too much mercy for uncontrollable users imo. Well it's 1/6 so its inertia shall be harder than 1/4, but actually I never missed while my every testplays though, also if the players need more further movements for here then the issue exists for players' skills, not my pattern. Players need to control their inertia here, also personally I don't like 'comfortable' patterns which just need to keep hold arrow key to get it, those kinda style makes the map really boring and less variaty. That's my one of my own philosophy on ctb mapping.
02:47:118 (3) - Personally I don't like those kind of 1/8 streams because its flow doesn't fit well for me, I prefer the hold slider to let players concentrate to control their HDash inertia. Similar reason as 02:51:827 (2) .
02:55:141 (5) - Yea, I didn't place HDash because in this area I've made the HDash consistency follows for bass kick sounds, you can hear the bass kick in every HDashes which I've added. In the current object the bass kick sound doesn't exist, so I didn't add HDash here
03:06:304 (3,4) - Same reason as 02:55:141 (5) - , this timeline doesn't have bass kick sound.
03:08:310 - Ah, the loud sound that you've mentioned seems like a piano sound. But this part I would like to follow its drum and bass sounds so it doesn't feel good with the object here for me
03:14:676 (4) - This one has higher pitch of synth sound, so I would like to make differentiation here with HDash
03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - This one is gonna kill players in sightread, but at least it fits very well with its music tense with sensitive catcher moving, so I want to keep this
Rest were fixed, thank you!